π― [FEEDBACK] Crafting RNG & Hardcore
We get the intent: the low drop rate slows progression so players don't blast through content. Fair goal. But it doesn't make the game slower, it just makes it more tedious. Slowing down β making it a chore.
The content is good β but it lacks a reason to come back. E.g. the deathmatch is super funβ¦ but you get nothing worthwhile at the end. You play for the fun of the moment, but no reward makes you want to replay it. The goal of this feedback: keep the fun and give a reason to replay the content, making the game more accessible.
1οΈβ£ We farm, we don't play. A full build (6 artifacts + 2 weapons) = ~10h of random rerolls, not gameplay. Reforge rerolls secondary stats at random β a time-sink lottery.
2οΈβ£ It kills Hardcore. HC full-loot is the best mode (adrenaline on every fight). But dying = ~10h of recrafting before you're back β the "death β revenge" loop is broken β nobody dares play it, the mode empties out.
I don't get why an endgame player has to remake an item he's ALREADY made.
3οΈβ£ Three concrete solutions:
π― Targeted roll β RNG AP / RNG SP / normal roll buttons. Keep the gamble as an option, cut the useless RNG.
π Build Plans tab + Recraft β save a build, recraft it identically (same stats & talents) for a fixed cost (e.g. 200 reforge + 400 basket + mats).
π§Ή Clean loot tables β the table is too big in PI PvE & normal PvP: essential crafting components get diluted and drop too rarely (yet that's what lets you gear up for HC). + no more T1/T2 plans in endgame. (T12, 4 purple players β green/blue loot? Seriously?)
β Why it's healthy: it removes the chore, not the difficulty. Costs stay real sinks β economy preserved. And it unlocks HC.
πΊοΈ Already on your roadmap (loot/craft rebalance, secondary-stat reforge, HC full-loot). Key point: crafting RNG and HC viability are directly linked β HC full-loot on this crafting system would be dead on arrival.
β οΈ These are ONLY ideas. The prices (200 reforge, 400 basketβ¦) are examples β the final balance is up to the devs. The point of the Plans tab: make the game more accessible and let us enjoy the content more, not make it easier.
β‘ TL;DR: crafting is too RNG β we farm instead of play β HC dies. Fix: targeted roll + identical recraft + clean loot tables, keeping real costs.